State Pattern. CSIE Department, NTUT Woei-Kae Chen. State: Intent. Allow an object to alter its behavior when its internal state changes.
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1 State Pattern CSIE Department, NTUT Woei-Kae Chen State: Intent Allow an object to alter its behavior when its internal state changes. The object will appear to change its class. Also known as: Object for States. 1
2 State: Motivation (1) An object can be in one of several different states. TCPConnection state TCPState state-> TCPEstablished TCPListen TCPClosed State: Motivation (2) Example: Petri Net simulator SimulatorGUI state SimulatorState state-> SimulatorAddLink SimulatorMove SimulatorAutoFire 2
3 State: Applicability Use the State pattern in either of the following cases An object s behavior depends on its state, and it must change its behavior at run-time depending on its state. Operations have large, multipart conditional statements that depend on the object s state. State: Structure (1) Context Request() state State Handle() state->handle() State as object Similar to XXX? Change State ConcreteStateA Handle() ConcreteStateB Handle() 3
4 State: Structure (2) State Strategy Context Strategy +ContextInterface() Change algorithm ConcreteStrategyA ConcreteStrategyB ConcreteStrategyC State: Participants Context (TCPConnection) defines the interface to client. maintains an instance of a ConcreteState subclass. State (TCPState) defines an interface for encapsulating the behavior associated with a particular state of the Context. ConcreteState subclasses (TCPListen, etc.) each subclass implement a behavior associated with a state of the Context. 4
5 State: Collaborations Context delegates state-specific requests to the current ConcreteState object. A context may pass itself as an argument to the State object handling the request. Context is the primary interface for clients. Clients can configure a context with State objects. Client Context CState1 State CState2 Either Context or the ConcreteState subclasses can decide which state succeeds another and under what circumstances. State: Consequences It localizes state-specific behavior and partitions behavior for different states. avoids switch statements (if there are many states) increase the number of classes It makes state transitions explicit. separate objects for different states makes state transitions more explicit states transitions are atomic (one variable; not several) protect context from inconsistent internal states. State objects can be shared. if State objects have no instance variables, then contexts can share a State object Flyweight pattern 5
6 State: Implementation (1) Who defines the state transitions? Context if state transitions can be implemented entirely in the Context ConcreteState allow State subclasses to specify their successor state and make the transition by themselves add an interface to the Context that lets State objects set the context s current state disadvantage: State subclasses have knowledge of other State subclasses dependency A table-based alternative the table-driven approach focuses on defining state transitions the State pattern models state-specific behavior State: Implementation (2) Creating and destroying State objects. Trade-off create State objects ahead of time and never destroying them create State objects only when they are needed and destroy them thereafter Using dynamic inheritance changing the object s class at run-time not possible in most object-oriented languages possible with Self and other delegation-based languages 6
7 State: Related patterns Flyweight pattern explains when and how State objects can be shared State objects are often Singletons when ConcreteState perform state transitions Patterns using similar ideas (inheritance and polymorphism) Command: command as object Strategy: algorithm as object Iterator: pointer as object State: state as object Composite: composite as object (with uniform interface) Decorator: decorator as object (with uniform interface) Proxy: proxy as object (with uniform interface) 7
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